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authorAndrew Knight <andrew.knight@digia.com>2013-11-08 09:05:46 +0200
committerThe Qt Project <gerrit-noreply@qt-project.org>2013-11-17 12:13:15 +0100
commit331bc16afd23414493b842819e0b747e8f364243 (patch)
tree7d0d21f85b86c06a06cbf4cf73e8a829d1c1fb50 /src/angle/src
parentae4e905993a4263431824ed2083cd86193deadcd (diff)
ANGLE: Enable D3D11 for feature level 9 cards
Enable use of ANGLE on lower-end hardware, such as Surface RT and Windows Phone 8. Based on https://codereview.appspot.com/12917046/ Change-Id: Ice536802e4eedc1d264abd0dd65960638fce59e4 Reviewed-by: Kai Koehne <kai.koehne@digia.com> Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Diffstat (limited to 'src/angle/src')
-rw-r--r--src/angle/src/libGLESv2/libGLESv2.pro8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/angle/src/libGLESv2/libGLESv2.pro b/src/angle/src/libGLESv2/libGLESv2.pro
index ff2f888b1d..b39ce781e1 100644
--- a/src/angle/src/libGLESv2/libGLESv2.pro
+++ b/src/angle/src/libGLESv2/libGLESv2.pro
@@ -190,7 +190,7 @@ for (ps, PIXEL_SHADERS_BLIT) {
QMAKE_EXTRA_COMPILERS += fxc_ps_$${ps}
}
for (ps, PIXEL_SHADERS_PASSTHROUGH) {
- fxc_ps_$${ps}.commands = $$FXC /nologo /E PS_$$ps /T ps_4_0 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
+ fxc_ps_$${ps}.commands = $$FXC /nologo /E PS_$$ps /T ps_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
fxc_ps_$${ps}.output = $$SHADER_DIR/$${ps}11ps.h
fxc_ps_$${ps}.input = PASSTHROUGH_INPUT
fxc_ps_$${ps}.dependency_type = TYPE_C
@@ -199,7 +199,7 @@ for (ps, PIXEL_SHADERS_PASSTHROUGH) {
QMAKE_EXTRA_COMPILERS += fxc_ps_$${ps}
}
for (ps, PIXEL_SHADERS_CLEAR) {
- fxc_ps_$${ps}.commands = $$FXC /nologo /E PS_$$ps /T ps_4_0 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
+ fxc_ps_$${ps}.commands = $$FXC /nologo /E PS_$$ps /T ps_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
fxc_ps_$${ps}.output = $$SHADER_DIR/$${ps}11ps.h
fxc_ps_$${ps}.input = CLEAR_INPUT
fxc_ps_$${ps}.dependency_type = TYPE_C
@@ -217,7 +217,7 @@ for (vs, VERTEX_SHADERS_BLIT) {
QMAKE_EXTRA_COMPILERS += fxc_vs_$${vs}
}
for (vs, VERTEX_SHADERS_PASSTHROUGH) {
- fxc_vs_$${vs}.commands = $$FXC /nologo /E VS_$$vs /T vs_4_0 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
+ fxc_vs_$${vs}.commands = $$FXC /nologo /E VS_$$vs /T vs_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
fxc_vs_$${vs}.output = $$SHADER_DIR/$${vs}11vs.h
fxc_vs_$${vs}.input = PASSTHROUGH_INPUT
fxc_vs_$${vs}.dependency_type = TYPE_C
@@ -226,7 +226,7 @@ for (vs, VERTEX_SHADERS_PASSTHROUGH) {
QMAKE_EXTRA_COMPILERS += fxc_vs_$${vs}
}
for (vs, VERTEX_SHADERS_CLEAR) {
- fxc_vs_$${vs}.commands = $$FXC /nologo /E VS_$$vs /T vs_4_0 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
+ fxc_vs_$${vs}.commands = $$FXC /nologo /E VS_$$vs /T vs_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
fxc_vs_$${vs}.output = $$SHADER_DIR/$${vs}11vs.h
fxc_vs_$${vs}.input = CLEAR_INPUT
fxc_vs_$${vs}.dependency_type = TYPE_C